Search found 13 matches
- Tue Jan 15, 2013 14:16
- Forum: Help
- Topic: Messed up text above a certain resolution
- Replies: 8
- Views: 4852
Re: Messed up text above a certain resolution
[...] read the docs about how Unified Dimensions work! I did, but... UDim(0, 123) is exactly 123 pixels. ...this doesn't seem to work. No matter where I position my widget, when the screen resolution is larger than CEED's "native resolution", they will be stretched vertically (while retai...
- Mon Jan 14, 2013 22:09
- Forum: Help
- Topic: Messed up text above a certain resolution
- Replies: 8
- Views: 4852
Re: Messed up text above a certain resolution
Thanks for your reply. After enabling the frames of the static text element, it seems that they are stretched vertically when in higher resolution than 800x600. Now I don't know what exactly is the purpose of all of this unified dimension/native resolution system, but is ther a way to override it? I...
- Sun Jan 13, 2013 17:01
- Forum: Help
- Topic: Messed up text above a certain resolution
- Replies: 8
- Views: 4852
Re: Messed up text above a certain resolution
The problem apparently is not in the layout file, as the text is still wrong at 1024x768 when I load any of the layouts that comes with the CEGUI samples. Now I believe no one answers because I'm not posting enough code, so here we go, I tried my best to extract the layout loading/displaying part. F...
- Wed Jan 09, 2013 20:44
- Forum: Help
- Topic: Messed up text above a certain resolution
- Replies: 8
- Views: 4852
Re: Messed up text above a certain resolution
Sorry for bumping this, but after looking up UDims at the wiki and looking at the official CEGUI samples, I still don't know what's wrong with my app. After creating my window from the layout file, I use this code to set the window's position: gInfoWnd->setPosition(CEGUI::UVector2(CEGUI::UDim(0.01, ...
- Sun Jan 06, 2013 12:19
- Forum: Help
- Topic: Messed up text above a certain resolution
- Replies: 8
- Views: 4852
Re: Messed up text above a certain resolution
Here's the one for the FPS/Poly/Batch counter: <GUILayout> <Window Name="InfoHUD" Type="DefaultWindow"> <Property Name="UnifiedAreaRect" Value="{{0,0},{0,0},{1,-640},{1,-555}}" /> <Property Name="UnifiedMaxSize" Value="{{1,0},{1,0}}" /> <Wi...
- Sun Jan 06, 2013 00:06
- Forum: Help
- Topic: Messed up text above a certain resolution
- Replies: 8
- Views: 4852
Messed up text above a certain resolution
Hi all, I'm not sure what am I doing wrong, but I can't get the fonts on my layouts to show up correctly at any resolution larger than 800x600. Image-based elements are fine (so far...), but the text is stretched and positioned wrong. Here are some screenshots. This is how the text supposed to look ...
- Sat Aug 11, 2012 04:37
- Forum: Help
- Topic: Text typeout effect
- Replies: 3
- Views: 5332
Text typeout effect
Hello all. I'm not sure if this has been asked before, I didn't find anything on this forum, but this could be because I have no idea what is this effect supposed to be called... I'd like to achieve a delayed text output effect, similiar to the system found in visual novels and oldschool RPG games. ...
- Sun Aug 05, 2012 03:06
- Forum: Help
- Topic: Compiling CEGUI for ogrerender
- Replies: 4
- Views: 4351
Re: Compiling CEGUI for ogrerender
Although I'm no expert at all, but it seems that it's not CEGUI, but Ogre complaining about the lack of those headers. Did you set up the Boost environment variables (BOOST_ROOT, BOOST_INCLUDEDIR, BOOST_LIBRARYDIR) as described on the Ogre wiki?
- Wed May 30, 2012 21:25
- Forum: Bug Reports, Suggestions, Feature Requests
- Topic: CommonDialogs color picker bug?
- Replies: 1
- Views: 3457
CommonDialogs color picker bug?
Hello all. Although I'm not going to use CommonDialogs, I've built it along with its demo app, so I checked it out, and it appears to be somewhat broken. It finds the correct color when the RGB codes are manually entered, but the palette is completely wrong. Here is a picture of the color red (RGB 2...
- Sun May 27, 2012 22:46
- Forum: Help
- Topic: MinGW MinizipResourceProvider linking issues
- Replies: 6
- Views: 3800
Re: MinGW MinizipResourceProvider linking issues
And I feel dumb for not realizing it uses Ogre for image loading, even the startup console says it does... :) Anyway, thank you for explaining all the things, and of course, thank you for making CEGUI. I'm already surprised how much it has been improved since I first seen it (it was bundled with Ogr...
- Sat May 26, 2012 20:08
- Forum: Help
- Topic: MinGW MinizipResourceProvider linking issues
- Replies: 6
- Views: 3800
Re: MinGW MinizipResourceProvider linking issues
Thanks for your reply. After many hours of trial and error (and even experiencing with Visual Studio 2010), I gave up, but I think what I managed to build is enough. I've built CEGUBase, CEGUICommonDialogs, CEGUICoreWindowRendererSet, CEGUIOgreRenderer, and CEGUIRapidXMLParser (I've chosen this one ...
- Fri May 25, 2012 11:58
- Forum: Help
- Topic: MinGW MinizipResourceProvider linking issues
- Replies: 6
- Views: 3800
Re: MinGW MinizipResourceProvider linking issues
Hello, Thank you for your reply. The dependencies pack I'm using is exactly the one you've linked, built succesfully with the same toolchain I'm using to build CEGUI. (Sorry, at my first post, I was wrong, it's not the latest Mercurial snapshot.) I'm trying to build CEGUI statically, therefore I'm l...
- Thu May 24, 2012 22:57
- Forum: Help
- Topic: MinGW MinizipResourceProvider linking issues
- Replies: 6
- Views: 3800
MinGW MinizipResourceProvider linking issues
Hello all. I'd like to build the latest CEGUI HG snapshot using MinGW and CMake. Compilation goes fine, but I have some (well, actually, only one now) linker issues. First, I got a few undefined reference errors in PCRERegexMatcher.cpp.obj, but after doing a quick search, I was able to eliminate it ...